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Emitters [message #409841] Sun, 08 November 2009 13:17 Go to next message
Jerad2142 is currently offline  Jerad2142
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Registered: July 2006
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Limit on the line emitter geometry is really annoying, if you guys could knock that up that'd be great.

Also that limit seems to effect all emitters in some way, causing them to disappear, or perhaps draw differently when your camera faces more complex areas of the map.

Here, I'll give you an example, top row is while facing a low poly count side of the map. Bottom row the visible poly count on the map is a bit higher.
index.php?t=getfile&id=12106&private=0
I hope you can see the difference >.<
  • Attachment: fd.png
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[Updated on: Sun, 08 November 2009 13:45]

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Re: Emitters [message #409902 is a reply to message #409841] Sun, 08 November 2009 23:18 Go to previous messageGo to next message
GEORGE ZIMMER is currently offline  GEORGE ZIMMER
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Yeah, I notice this a lot with repair beams and volt rifles. It gets annoying, especially for mods, when the beam subdivision (and I suppose emitters to if what you're saying means they're related) just doesn't work.

I haven't noticed the emitters thing quite as much, but it'd make sense.


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Re: Emitters [message #409917 is a reply to message #409841] Mon, 09 November 2009 01:13 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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I know we had this problem with the APB telsa weapons. And I know we have a fix somewhere for it, I just cant remember what it is.


Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
Re: Emitters [message #409960 is a reply to message #409917] Mon, 09 November 2009 10:22 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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jonwil wrote on Mon, 09 November 2009 01:13

I know we had this problem with the APB telsa weapons. And I know we have a fix somewhere for it, I just cant remember what it is.


Well it'd be awesome if the fix was reverse engineered for Renegade.


Re: Emitters [message #409965 is a reply to message #409960] Mon, 09 November 2009 10:53 Go to previous messageGo to next message
GEORGE ZIMMER is currently offline  GEORGE ZIMMER
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Jerad Gray wrote on Mon, 09 November 2009 11:22

jonwil wrote on Mon, 09 November 2009 01:13

I know we had this problem with the APB telsa weapons. And I know we have a fix somewhere for it, I just cant remember what it is.


Well it'd be awesome if the fix was reverse engineered for Renegade.

I doubt it'd have to be "reverse engineered", seeing as how they still share the same engine.


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Re: Emitters [message #409988 is a reply to message #409965] Mon, 09 November 2009 13:03 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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Well thanks to the help of Saberhawk I found the value in hex editor, changed it, and increased the emitter limit...

Unfortunately when I changed the value, my slider auto slid to medium, therefore I was not aware that I was successful into I had edited almost all the matching values.

So once I narrow down which value it actually was I'll give you guys the address so you can join in Renegade with a less crappy effect limit.


Re: Emitters [message #410002 is a reply to message #409988] Mon, 09 November 2009 14:19 Go to previous message
Jerad2142 is currently offline  Jerad2142
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Okay then here we are:
index.php?t=getfile&id=12110&private=0
NOTE: There are other numbers that you would have to change to make the slider actually work correctly. Right now the number in RED is when the slider is at max, where as YELLOW is when the slider is at MEDIUM. (The red has a 4 byte int value of 10,000 where as the yellow is 5,000. Once you change the values you will have to move the slider down then to max to apply the changes).

All I did in my copy of game.exe was change the red value ("10 27 00 00") to "E8 FD 00 00"
E8 FD 00 00 is 65,000 in 4byte int, this is the value that Saberhawk recommended. (I did knock the value way up past this and the game still ran, but it wouldn't surprise me if the game will crash if you get enough effects on the screen. IE: I have noticed in the past if you get enough faces with ADD as their blend setting the game will crash (note: it was a lot like 24,000).
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